U.S. patent application number 10/465262 was filed with the patent office on 2003-11-20 for prolonged casino game method and apparatus.
Invention is credited to Vancura, Olaf.
Application Number | 20030216162 10/465262 |
Document ID | / |
Family ID | 25426080 |
Filed Date | 2003-11-20 |
United States Patent
Application |
20030216162 |
Kind Code |
A1 |
Vancura, Olaf |
November 20, 2003 |
Prolonged casino game method and apparatus
Abstract
A game for money has a display to show play progress. A
processor runs the game play as base and/or the bonus games. The
processor connects to the display. Memory in the processor operates
a program; runs the game with at least one hidden attribute for
each of a finite number of icons and at least two hidden attributes
for at least one of the icons. An initial number of player's picks
adds picks with the one hidden attribute or attributes to prolong
the game. Play controls couple to the processor and the display to
pick one of the icons and reveal the hidden attribute or attributes
on the icon picked and awarded. A processor return path resumes
operation of the game after the initial number of picks and any
others revealed are used. Method steps of game play has steps of
ascribing at least one hidden attribute to each of the finite
number of icons and ascribing at least two hidden attributes to at
least one of the icons. Giving the player an initial number of
picks then shown to the player is a step. Letting the player pick
one icon and revealing to the player the hidden attribute or
attributes on the icon picked by the player are steps. Awarding the
player the revealed attribute or attributes including modification
of the number of picks are steps. Repeating the steps letting,
revealing and awarding until the end of the game occurs when the
player's picks are used up.
Inventors: |
Vancura, Olaf; (Las Vegas,
NV) |
Correspondence
Address: |
DORR CARSON SLOAN & BIRNEY, PC
3010 EAST 6TH AVENUE
DENVER
CO
80206
|
Family ID: |
25426080 |
Appl. No.: |
10/465262 |
Filed: |
June 19, 2003 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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10465262 |
Jun 19, 2003 |
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09908657 |
Jul 18, 2001 |
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6609971 |
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Current U.S.
Class: |
463/10 |
Current CPC
Class: |
G07F 17/32 20130101 |
Class at
Publication: |
463/10 |
International
Class: |
A63F 013/00 |
Claims
What is claimed:
1) A method of playing a bonus game, entry to which is afforded
from a base game, the bonus game having a finite number of icons,
the method comprising the step of: a) making a wager in the base
game; b) ascribing at least one hidden attribute to each of the
finite number of icons, while c) ascribing at least two hidden
attributes to at least one of the icons; d) giving the player an
initial number of choices that is depicted to the player; e)
letting the player choose one icon; f) revealing to the player the
hidden attribute or attributes on the icon chosen by the player; g)
providing some prolongation of the bonus play via additional
choices or modification of bonus play with the hidden attribute or
attributes; h) awarding the player the revealed attribute or
attributes; i) repeating the steps e), f), g) and h), and j) ending
the game when the player's choices are used up.
2) The method of playing of claim 1 wherein the step of revealing
the attribute or attributes includes displaying a value and/or a
modification and/or a move.
3) The method of playing of claim 1 wherein the step of revealing
the attribute or attributes include a modification and/or a
move.
4) The method of playing of claim 1 wherein the step of revealing
the hidden attribute or attributes include a value and/or
modification.
5) The method of playing of claim 1 wherein the step of revealing
the hidden attribute or attributes include a value and/or move.
6) The method of playing of claim 2 with the step of multiplying
the player wager by the value revealed by the awarding step.
7) The method of playing of claim 2 with the step of increasing of
the player's number of choices by the hidden attribute by the
revealing step.
8) The method of playing of claim 3 with the step of increasing the
player's number of choices and the award by the hidden attributes
with the revealing step.
9) The method of playing of claim 4 with the step of increasing the
player's number of choices or award by the hidden attribute
revealed by the awarding step.
10) The method of playing of claim 1 with the step of limiting the
player to selecting the next icon from remaining icons not chosen
previously.
11) The method of playing of claim 1 with the step of relating at
least one icon's value, if chosen, to be a function of at least one
other prearranged icon that is thereafter chosen before step
j).
12) The method of playing of claim 6 with the step of summing of
the values to the hidden attributes revealed times the wager made
to calculate the player's total bonus award.
13) The method of playing of claim 4 with the step of using the
value of the hidden attribute revealed as a multiplier of the wager
made.
14) The method of playing of claim 5 with the step of using the
values of all the hidden attributes as a multiplier of the wager
made.
15) The method of claim 2 with the step of having one value of the
hidden attribute be the sum of all other values in the other hidden
attributes.
16) The method of playing of claim 4 with the step of using one
value of the hidden attributes as the sum of all other values of
the other hidden attributes.
17) The method of playing of claim 5 with the step of using one
value of the hidden attributes as the sum of all other values of
the other hidden attributes.
18) A method of playing a bonus game, entry for which is afforded
in a base game, the bonus game having a finite number of icons, the
method comprising the steps of: a) wagering in a base game; b)
ascribing at least one hidden attribute to each of the finite
number of icons, while c) ascribing at least two hidden attributes
to at least one icon; d) letting the player entering the bonus game
have an initial number of choices; e) letting the player entering
the bonus choose one of the finite number of icons having the one
hidden attribute or attributes; f) revealing to the player the
hidden attribute or attributes that may on the icon chosen by the
player include one or more additional choices; g) prolonging the
bonus play with additional choices over that of step d); h)
awarding the player the revealed attribute or attributes; i)
displaying the revealed one attribute or attributes of steps f) and
h); j) repeating the steps e), f), g) and h), and k) ending the
game when the player's choices are used up.
19) A method of playing a bonus game, entry for which is afforded
in a base game, the bonus game having a finite number of groups,
each group having a finite number of icons, and each icon having a
finite number of attributes, the method comprising the steps of: a)
ascribing at least one hidden attribute to each of the finite
number of icons; b) ascribing on at least one of the icons at least
one hidden attribute or attributes from the following a
modification, a move, a value or a total of all values; c) letting
the player entering the bonus game choose one of the finite number
of icons; d) revealing to the player the one attribute or
attributes hidden on the icon chosen by the player; e) awarding the
player the revealed attribute; f) prolonging the bonus play with
the awarding the player the revealed one attribute or attributes;
g) repeating the steps c), d), e) and f), and h) ending the game
when the player's choices are used up.
20) The method of playing of claim 19 wherein the modification
includes giving the player the step of one or more additional
choices.
21) The method of playing of claim 19 wherein the move includes the
step of shifting the play from one group to another.
22) The method of playing of claim 19 with the step of including as
the hidden attributes a value and a move from one group to
another.
23) The method of playing of claim 19 with the step of including as
the hidden attributes a value and a modification.
24) The method of playing of claim 19 with the step of relating the
groups in a mystery story.
25) An apparatus for playing a casino game for monetary return
including a base game and a bonus game comprising: a) a display for
showing progress of the play of the base game and the bonus game;
c) a processor for running the game play during the base game play
and the bonus game play, the processor connected to the display for
providing imagines of the progress of the play, the processor
starting and running of the base game until an outcome for the
bonus game initiation occurs; d) memory included in the processor
for operating in conjunction with the program therein the bonus
game with at least one hidden attribute for each of a finite number
of icons and at least two hidden attributes to at least one of the
icons, and an initial number of player's choices and wherein the
one hidden attribute and attributes include additional choices to
the initial number for prolonging the bonus play; e) controls
coupled to the processor and the display for the player to use in
selecting one of the icons; f) the processor coupled to its memory
and the display for revealing to the player the hidden attribute or
attributes on the icon selected by the player; g) a place on the
display for presentation to the player of the revealed one or more
attributes awarded, and h) a return path in the processor for
resuming operation of the base game after the player's initial
number of choices and any others revealed are used.
26) A method of playing a game having a finite number of icons, the
method comprising the steps of: a) ascribing at least one hidden
attribute to each of the finite number of icons, while b) ascribing
at least two hidden attributes to at least one of the icons; c)
giving the player an initial number of choices that is depicted to
the player; d) letting the player choose one icon; e) revealing to
the player the hidden attribute or attributes on the icon chosen by
the player; f) awarding the player the revealed attribute or
attributes, providing for modification of number of choices as a
possible hidden attribute; g) repeating the steps d), e), f), and
h) ending the game when the player's choices are used up.
27) The method of claim 26 used as a bonus game in conjunction with
an underlying slot machine.
Description
1. FIELD OF THE INVENTION
[0001] The present invention relates to casino games and, in
particular, to casino bonus games giving a player chances to make
selections as part of the bonus game play.
[0002] Bonus games on casino slot machines have become very
popular. To play a bonus game, a player typically must qualify by
aligning several special symbols on the underlying traditional
game. Play then switches over to a bonus game (either in a separate
apparatus or a separate screen, e.g.), in which the player
participates without additional wager but typically with an award
at its conclusion. The amount of the bonus award is determined
during and by bonus play.
[0003] Among bonus games, those in which the player chooses from
among a plurality of objects are common.
[0004] For example, the games, Reel 'Em In! and Filthy Rich by WMS
Gaming contain bonuses in which the player is presented with 5
objects (e.g., fishermen, pigs) and chooses one of them to reveal
an award. The game Sphinx by Atronic also affords the player a
choice of 5 objects, four of which reveal an immediate award, and
one of which advances the player to an additional choice of 5
objects comprising larger awards.
[0005] The games American Pride by CDS (U.S. Pat. No. 6,089,976)
and Pick 'N Pop by Anchor contain bonuses in which the player is
presented with a predetermined number of objects (e.g., stars,
balloons), each of which has an associated award. The player
chooses until matching two awards; the matching award is then given
to the player. The game The Munsters by IGT contains a bonus in
which the player is presented with a predetermined number of
objects, each of which has an associated award. The player chooses
until matching three awards, which is then given to the player.
[0006] The games Jackpot Party and Monopoly Chairman of the Board
by WMS Gaming (European Patent Application EP 0945837A2) contain a
bonus in which the player is presented with a predetermined number
of objects (e.g., boxes, cards) and chooses until selecting an "end
of game" object (e.g., Go to Jail). Additionally, some objects
(e.g., Get Out of Jail Free) may grant the player a nullification
of a future "end of game" choice. The game Scrabble by WMS Gaming
has a bonus in which the player chooses from various objects, until
finding three "end of game" objects. Some objects grant the player
a nullification of an "end of game" object.
[0007] The game Who Dunnit? By WMS Gaming (U.S. Pat. No. 6,159,097)
has a bonus game in which the player makes choices (e.g., suspects)
until finding a desired choice (e.g., the guilty suspect), with
successively lower awards depending on how many choices are
required to make the desired choice.
[0008] The game Sphinx by Atronic contains a bonus in which the
player chooses from among five objects. Four of the objects have
awards, and the fifth advances the player to another set of five
objects, all of which have enhanced awards.
[0009] The game Battleship All Aboard by Mikohn, the assignee of
the present disclosure, has a bonus in which the player chooses
from among five objects (e.g., flags), four of which have awards,
and one of which advances the player to a different bonus game.
2. STATEMENT OF THE PROBLEM
[0010] While the current state of bonus play suggests a variety of
bonus games with choices, they share in common that each choice
reveals one associated value. It would be desirable to create a
bonus game in which a player choice of an object revealed two or
more associations, one of which may be an award. In practice, the
second association may be a modification of the number of choices
remaining or a modification of other attributes associated with the
bonus game.
3. SOLUTION TO THE PROBLEM
[0011] The solution, as presented herein, comprises a bonus game in
which the player begins with an initial number of picks, or
choices, and selects from among a plurality of objects. Associated
with some objects is more than one action. For example, while some
objects may have only one association (an award), other objects
have two associations (an award and additional picks). In this
manner, the player's enjoyment of playing the bonus game may be
prolonged, since some choices yield additional picks.
[0012] It is an advantage that the casino bonus game as disclosed
herein allows the player different ways to pick awards, either with
or without additional picks.
[0013] It is a further advantage that the casino bonus game
disclosed herein has significant suspense for the player in making
choices that may or may not yield additional picks.
[0014] It is a further advantage that the casino bonus game as
disclosed herein is one in which the player does not know when the
bonus game will end.
[0015] It is a further advantage that the casino bonus game as
disclosed herein is one in which all of the objects' award values
may be successfully chosen by the player choosing a "winner takes
all" object.
BRIEF DESCRIPTION OF THE DRAWINGS
[0016] FIG. 1 is a perspective view of one apparatus preferably
including a base game and a bonus game including the methods
capable of prolonged play.
[0017] FIG. 2 is a flow chart including the steps of the preferred
methods of prolonged play of the bonus game.
[0018] FIG. 3 is a schematic representation of 15 globes
distributed in a 3 by 5 matrix on the video screen of a bonus
game.
DETAILED DESCRIPTION OF PREFERRED EMBODIMENT
[0019] FIG. 1 is a perspective view of one apparatus 10 preferably
including a base game and/or a bonus game including the methods
capable of prolonged play. In a preferred embodiment, the base game
is a five-reel video slot machine, with the bonus game initiated
via a combination of special reel-strip symbols referred to as
trigger symbols. FIG. 1 the perspective view of apparatus 10
preferably includes the five-reel video slot machine having the
bonus game both of which can appear on video screen 11 in sequence.
That is, if the base game is a five-reel slot then the video screen
11 shows that game until entry to the bonus game is achieved
thereafter the prolonged game disclosed and described herein after
appears on the video screen 11.
[0020] The video screen 11 is used to simulate reel motion of a
mechanical slot machine during the play of the five-reel slot
machine and is also used as a display 12 for the bonus game to the
player. Such video screens 11 are commonly a part of casino games
including slot machines on the video screen 11. The video screen 11
can be the display 12 for a software program 13 with memory 14 in a
processor 15 to deliver graphs to the display 12 and sound to
simulate any kind of interactive game desired. In FIG. 1 the
software program 13 with memory 14 in processor 15 is shown at the
bottom of apparatus 10 whereat it is cutaway. Skilled artisans have
produced a wide variety of such displays 12 to appeal to players
and provide practically any type of challenge to the player.
[0021] FIG. 2 is a flow chart including steps included in the
preferred methods of prolonged play of the bonus game. The flow
chart of FIG. 2 is merely representative of some steps of the
method of play and how they follow and interrelate with one
another. Of particular interest is the arrow from the penultimate
block that returns upwardly to prolong play in accord with the
disclosure of examples herein after presented.
[0022] FIG. 3 is a schematic representation showing 15 globes 16
distributed in a 3 by 5 matrix on the video screen 11 of a bonus
game of apparatus 10 of FIG. 1. In a first preferred method of play
suitable for a bonus game of questions and answers such as,
"Ripley's Believe It or Not!", the fifteen objects or icons (used
interchangeably herein) are represented as globes 16 in FIG. 3. The
globes 16 are distributed in a 3.times.5 matrix on the screen as
shown in FIG. 3. However, any suitable on-screen depiction is
possible and within the scope of the present disclosure. Three or
more trigger symbols on the five reel slot display are required to
start the bonus game. When three trigger or initiation symbols
qualified the player for the bonus round, then the player is
initially given three selections, choices, or picks (these terms
are used interchangeably throughout this disclosure). Likewise,
when four trigger symbols qualified the player, then the player is
initially given four selections. Consider the following tabular
representation of the possible results when objects or icons (in
this instance "Globes" are presented on the bonus game video screen
for the player to select:
1 Globe Value position Hidden Extra Picks 1 1x 0 2 1x 0 3 1x 0 4 1x
2 5 2x 0 6 2x 0 7 2x 1 8 2x 0 9 3x 1 10 4x 1 11 5x 0 12 6x 0 13 8x
0 14 "Believe It" 0 15 "Not" 0
[0023] All the globes 16 have an attribute and all but two globes
16, in the table above have an associated "value" which is hidden.
At such time as the player chooses a globe 16, that globe 16
appears on the video screen 11 to rotate on its axis (not shown)
but "preferably vertical" to show or reveal the associated value of
that selected globe's 16, opposite side. Clearly, the globe 16 once
revealed will not again be available for selection or the player.
Thus, all future selections must be again remaining unselected
globes 16. Each of the associated values if numerical, is to be
multiplied by the total wager made in currency slot 17 by the
player to determine the player's bonus award. If the attribute on
the picked globe 16 when rotated into view is one of the two
phrases (i.e., "Believe It" or "Not!"), no immediate award is given
as both phrases are needed in order to receive an award. Some
globes 16 may also have another hidden attribute, one or more extra
picks, in conjunction with a numerical value. The play of the bonus
game is over when the player's picks are exhausted or used up and
the bonus award made.
[0024] As globes 16 are chosen, player receives credits for the
associated awards and (as appropriate) additional associated picks.
If player selected both the "Believe It" and "Not" globes 16, then
15.times. the player's wager is awarded.
[0025] By way of example, in a possible game the player begins with
a wager and then 3 picks. The first pick is a globe 16 at position
12 (in the preceding table) and awards the player 6.times. the
wager made. The number of picks decrements to 2 remaining, that is,
3 picks minus 1. Suppose the second pick is globe 16 in position 4
in the table. The player is then awarded 2.times. the wager made
plus two additional picks, decreasing the player's remaining 2
picks by 1 before adding the two picks won so that now 3 picks are
left. The player's third pick is globe 1 which awards the player
1.times. the wager made, leaving the player with 2 picks remaining.
Now the prolongation of the bonus play can be understood from this
example. Assume the player's fourth pick is globe 16 in position 7
of the example table and awards the player 2.times. the wager made
and an additional pick, leaving the player with 2 picks remaining.
If the player's fifth pick is globe 16, table position 14 and the
player receives no numerical value award and no additional picks.
In the prolonged bonus play the player has 1 pick remaining. The
player's sixth pick is globe 16 in table position 13 and awards the
player 8.times. the wager made, leaving the player with no more
picks. Hence the bonus game play is over, and the player would be
awarded a grand total of
6.times.+2.times.+1.times.+2.times.+8.times.=19.times. the wager
made for playing the bonus game. Note that if, on the final pick,
the player had instead chosen globe 16, in position 15, then
15.times. the wager would be awarded for picking both globe 16, in
position 14 and globe 16 of position 15 so the player's win is 11
plus 15 for a total of 26.
[0026] It should be appreciated that while the player began with
only 3 picks, by choosing globes 16 that yielded additional picks,
the player's successful selection enabled prolonged the bonus play
totaling 6 picks. It is a feature of this method of play that a
player may be able to considerably extend the time spent playing a
bonus game. Any means can be used to make picks such as touch
screen technology or the controls 19 in FIG. 1. A place 20 is on
the display 12 presents icons to the player hiding the one or more
attributes. A return path 21, as shown in FIG. 2, follows the path
of the arrow from the penultimate block that returns upwardly to
prolong play. The processor 15 has the program 14 and memory 13 for
resuming operation of the base game after the player's initial
number of choices and any others revealed are used. Where there is
no base game the prolonged game is merely restarted with another
wager as per the flow in FIG. 2.
[0027] In a second embodiment particularly suitable to playing a
casino adaptation of the home board game, "Clue", cards 20 are used
as objects instead of the globes 16 in the preceding example. The
icons in this example are cards 20 are initially disposed with
their faces down or away from the player's view of the video screen
11 hence all such predisposed face down cards 20 appear identical.
Illustrative of the cards 20 would be FIG. 3 which can be
understood to have the 3 by 5 matrix showing cards 20 (with any
picture but here globe like pictures on the back of each). Once
selected, each card 20 animates and turns face-up to reveal the
name of a Clue.RTM. game character (e.g., Colonel Mustard) and
hidden value (e.g., 15.times.), possibly in conjunction with a
revealed number of extra picks (e.g., +1 pick). In addition,
certain cards, rather than revealing a value, "warp" (move via the
text "Secret Passage") the player to another set of icons or
objects with generally greater values. Consider the following table
example of how such a "Clue".RTM. casino video game might be
played:
2 Suspect screen Miss Scarlet 10 Colnel Mustard 15 +1 pick Mrs.
White 20 Mr. Green 25 +2 picks Mrs. Peacock 30 Professor Plum 35
Secret Passage to Weapon Screen Weapon screen Knife 20 Lead Piper
30 +1 pick Rope 40 Wrench 50 Revolver 60 Candlestick 25 Secret
Passage to Room Screen Room screen Ballroom 100 Conservatory 200
Billiard Room 300 Library 400 Study 500 Hall 250 Lounge 175 Dining
Room 125 +1 pick Kitchen 150
[0028] The player always starts at the "Suspect" video screen 11
and is initially given 2 picks. As before, the player chooses
hidden icons, objects or cards, in this case face down cards 20.
Once chosen, each card 20 turns to reveal its face. The hidden
value revealed, (multiplied by the player's wager) is awarded by
credit or coin pay out to the player. Also as before, should the
player choose a card 20 that awards additional picks, this is added
to the player's current number of picks remaining. Additionally,
however, should the player select the card 20 that reveals "Secret
Passage," the video screen warps changing to show a new set of
icons or objects for the player to select from and to continue the
bonus play. In a preferred embodiment, the choosing of the "Secret
Passage" would not use up that pick.
[0029] A possible game is described by way of example. The player
begins in the Suspect screen with 2 picks. Suppose the first card
picked reveals Professor Plum and awards the player 35.times. the
wager made while decrementing the number of picks from 2 to 1. The
player's second pick is the Secret Passage card and that "warps"
the player to the Weapon screen, still with the 1 pick remaining
since in the preferred embodiment selecting the Secret Passage has
not used up a pick. If the player's third pick is the Lead Pipe,
the bonus award is 30.times. the wager made, leaving the player
with 1 pick remaining. The player's fourth pick might be the Rope
and the player award of 40.times. the wager made and no more picks
remaining. Hence the game is over, and the player would be awarded
for playing the bonus game a grand total of
35.times.+30.times.+40.times.- =105.times. the wager made.
[0030] By finding the hidden "warp" card 20, the player may be
given new sets of cards 20 or icons or any other objects to select
from whose value is generally greater than those of the current set
on the video screen 11 prior to revealing the "warp" card.
Prolongation of the bonus play continues interest in the base game
and creates suspenseful play in the bonus game.
[0031] Note that it is possible to set a "goal" or "target" for the
game by having one object serve as the grand prize. For example, it
is possible for an icon, object or card 20 to have a hidden value
that is not a specific numerical value but rather the sum of all
other numerical values. In this manner, the game has, as its goal,
to select the object with the "Winner Take All" award value. Of
course, the examples and teachings of this disclosure with regard
to numerical awards and extra picks are equally useful and valid in
such a play scheme or environment.
[0032] While the terms selections, choices, or picks and similarly
globes, cards, objects or icons are used interchangeably
throughout, the intention is to include the wide range of
appropriate dictionary definitions or meanings those terms within
the context of this disclosure and the appended claims. Although
attributes such as values, modifications, extra picks, grand prize,
etc. are specifically disclosed any attributes that prolong the
bonus play are sought to be within the scope of the claims. Skilled
artisans will appreciate that a wide variety of object arrangements
can be programmed, for example into a computer that drives the
video bonus screen(s) during play of the bonus game.
* * * * *